emissive control of material on a per-polygon (Houdini prim) basis

Hello - I’m trying to control the intensity of the geometries with emissive materials on a per-polygon basis (the red and blue emissive materials on the inside of the tunnel). Considering that all of the geometry created by the Houdini asset for the interior of these tunnels is one single static mesh with multiple materials applied to different Houdini primitives (aka polygons) using shop_materialpath - I want to create a wave of higher emission intensities or other animated patterns of variation at runtime on the polygons which are (eg within proximity to player or targeting/shooting)

Currently it seems as though I would have to bake out each light as its own static mesh to do this? Or is there a better way?

Thanks for any help :slight_smile: